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Thread: CS:GO restrictions?
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08-24-12, 03:32 AM #81
Re: CS:GO restrictions?
I didn't read anything but the 1st post due to certain circumstances, but I would really like to see Molotov's limited to at most 2 per team, and awps/autos 1 per team. The sniper issue doesn't bother me as much as the molly's because i can smoke and flash them out, but the molly's just make teams slow playe or camp until the molly(s) are gone, resulting in very boring game play, if you know what I mean.
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08-24-12, 03:55 PM #86Re: CS:GO restrictions?
Still under the impression a lot of people are being care bears about the new addition and just are refusing to look for ways around it. What I am seeing as the problem concerning a lot of this is unorganized teams and failure to communicate and asshats who refuse to follow calls and don't get banned because there is not an admin on. I have yet to see a T team with regulars, a decent strat caller, and actually communicating and following calls to get rolled like a lot of you keep insinuating happens EVERY time. Because it's not happening like you are saying it is.
I was the shot caller last night on Aztec and we fell victim to mollies blocking rushes and strats MAYBE 3 times, the rest was just pure "we got rolled" stuff. We won, and most of it was due to diligent use of ANOTHER new tool added to the game, the Distraction Grenade, which used en masse is an amazing tool as well. My preferred way of using it is throwing it into places you KNOW will be mollied and let the enemy think you have all stacked outside it (where, BTW, they now can't see because of their mollie) and we flew like bats out of hell in the other direction and took the site with ease. My favorite was the fake slow play with the mass of smoke nades and distraction grenades up at double doors and then all rushing out water with the entire team going to A.
The firebombs really do NOT need to be restricted, a lot of people just need to get their heads out of their asses, because this isn't CS:S, this is CS:GO (which, coincidentally, is not CS:S, if you couldn't just tell by the name). The closest ANYONE has come to being any kind of reasonable in this thread concerning the restrictions on firebombs is the suggestion of 5 to a team, and even then I don't like that (but at least I could live with it). But making it so only one person on the entire team can fuck your team over is ridiculous, especially if defense is now entirely based on Firebombs like many people in here are making it out to be.
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08-24-12, 05:20 PM #87
Re: CS:GO restrictions?
You really need to stop being so uppity. We're all aware that CS:GO isn't CS:S. No one in this topic has said there should be only 1 molotov or incendiary nade per team. I've said 2...some have even said 3-4...but we don't think there should be 11 per team. As far as I can tell, Max is the only person that has said that they should be restricted totally. While I may not agree with him, I totally understand why he feels the way he does. The problem is, you're not even trying to understand anyones' point of view but your own.
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08-24-12, 06:14 PM #88Re: CS:GO restrictions?
Why can't we wait a bit before making all sorts of restrictions? Be patient please.
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08-24-12, 06:19 PM #89
Re: CS:GO restrictions?
I knew you make a huge write up about the map last night..... Did you mention how your team was much better than ours? Did you mention that at some point you guys had 4 more players than us? I think not. I really did like the way you made calls and got your team to be active it really made for a good map. But i don't think you cant just use this an example to why the firebombs should or should not be restricted. You have no idea how herp derp the CT team was throughout the map.
Your just talking about wining and losing, the argument is more about game play. Yes you managed good game play on one map, just so that you could come in here and post that in attempts to prove people wrong. Had we had a competent team things would have been different.Last edited by ShOrT-ShOt; 08-24-12 at 06:47 PM.
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